Total War: WARHAMMER III

Total War: WARHAMMER III

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Vampire Coast Expansion: Pirate Life
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overhaul
Tags: mod
File Size
Posted
Updated
2.728 GB
17 May, 2024 @ 8:07am
16 Jul @ 6:28am
146 Change Notes ( view )

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Vampire Coast Expansion: Pirate Life

Description
Asset Credit:
pirate ♥♥♥♥ is very specific and theres not much to steal from other races so..

1. "Ship X Sail Opaque" (skfb.ly/pvpXZ) by gogiart is licensed under Creative Commons Attribution (creativecommons.org/licenses/by/4.0/).
- Not yet used.
2. "Ribauldequin (Da Vinci)" (https://skfb.ly/M9ET) by Taylor is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
3. "Pirate Ship phase-2 Free 3D model" (www.cgtrader.com/free-3d-models/vehicle/other/pir-c881e7eb-29f1-41e6-8ac8-58afadb55e96) by arvistnt is licensed under Royalty Free No Ai License - Used! the unit called "Lake of fire"
4. "15th-16th century mortar (rusty version)" (https://skfb.ly/osCoI) by Nortenko Dmytro is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
5."The Sword of Blackbeard (Free model)" (https://skfb.ly/oYn66) by WixZ is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
6."Pirate hat" (https://skfb.ly/oDoDr) by ReversedG is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). - modified



TLDR READ THIS ITS NOT LONG :
An overhaul and an expansion for the Vampire Coast, 2 years of work (mostly adding stuff and removing it because i change my mind a lot), description is new, playable status: luthor>aranessa>noctilus (dont play cylostra for now), more stuff will be added over time, you can consider that wip
changes and additions are wide and deep, vary from each projectile visuals to completely replacing all buildings and adding new mechanics
NOT MADE FOR MP
dont ask me a question that is answered in the text below and in the links
custom game roster has many units that are wip and are not pushed into the campaign, dont worry about them





the large portions of text were written by grok, thanks elon musk, very cool!
Introduction - Vampire Coast: Pirates Without a Port

Undead pirates are simple: plunder, gunpowder, and the open sea. No land grabs, no factories, no gods and no ♥♥♥♥♥♥♥ archers—just raw, chaotic piracy. That’s their charm. But translating that into Total War? That’s where the trouble starts.

The Problem
Vanilla Total War doesn’t get it. Other factions conquer regions, scale up, and chase victory. The Coast? They’re stuck. No growth mechanic keeps pace with map-painting empires. More regions don’t make their units stronger—by turn 250, you’re no better off than at turn 50. There’s no endgame either; just endless raiding without a finish line. And enemies? They respawn like weeds while your rivals snowball into juggernauts. Good luck facing a faction that owns the world when you’re still afloat on the same leaky ship.

Vanilla Status
Creative Assembly dodged this mess by making the Coast a generic land-hoarding faction—pirates in name only. Thematic? Hardly. But I get it: a true pirate campaign is a design nightmare.
The irony is that the scaling problem mentioned above applies to vanilla.. land buildings give absolutely nothing!

My Take
I wrestled with this for two years, trying to crack it. Spoiler: no magic fix emerged. But I didn’t walk away empty-handed. I set one rule: features stay or get added—vanilla or custom—only if they vibe with the faction leader, faction, or race. If it’s not pirate to the core, it’s cut. Bloat’s welcome; irrelevance isn’t.

That said, I tackled the mess above—especially the regionless scaling—with some tricks of my own. They’re not perfect, but they keep the Coast afloat. So, the Vampire Coast sails on, gloriously aimless: plundering, killing, surviving. No grand answers—just the sea and a bit of grit.








Shipping

This mod adds ships using vanilla models and custom animations converted from campaign skeletons. They’re lore-friendly, not tweaked for looks. Ships rely on autonomous riders—separate from the main unit—each with unique range, projectile, animation, model, and firing arc. Firing arcs are narrow and realistic: vanilla Cannonade at ~60°, ship cannons at ~30°. Most ships carry multiple riders with varied projectiles and damage, though only cannon stats show (game limitation). These tight arcs demand direct enemy facing, unlike forgiving vanilla units—a perfect showcase for rider mechanics.
I try to make each side of the ship deal damage that would amount to 75% of the unit's value, so.. its not for everyone

Heavy Scripting

Anything that I couldve done with scripts, I did with scripts
including UI ♥♥♥♥
The downside is that scripts can break, especially when a whack job like me created them. I’ve tested where I can, but feedback is still needed. If one script breaks, all scripts break. Even CA’s own scripts break more often than you know, though you might not notice.
To check if a script is broken, enable the context viewer under Menu > Options > Modding. If there’s a red cross next to the campaign, a script has failed. This can happen with vanilla as well. Run the "Script Debug Activator" (available HERE), it wont slow your game, all it does is prints the log of the scripts. If you see the red cross, it means a script broke and you can give me the log so i can find out what function broke and how can i fix it.





















credits
less fancy vfxes
FAQ AND DECISIONS! READ BEFORE ASKING QUESTIONS
if you want to report a bug make sure it comes from this mod. turn off all other mods and check if it happens
Popular Discussions View All (5)
15
2 Jun @ 6:46pm
bugs and feedback
999999999999
316 Comments
999999999999  [author] 4 hours ago 
tech tree is "close" to being completed only for harkon and aranessa's factions
if you're talking about these ones
it would be impossible to remove them since they affect all of the features in the mod
unit upgrades, rituals etc
i explain why i removed the tech tree in the feature area
Bloothtooth 4 hours ago 
I like the tech tree and it's setup don't get me wrong, I just like the tech tree compilation by Decky as it affects other mod units that I use, your one only works on your units obviously so the other mod units get left out and miss out on the buffs.
999999999999  [author] 5 hours ago 
@Bloothtooth what is the problem with the tech tree?
Bloothtooth 5 hours ago 
Would it be possible for a version of this mod to be added minus the tech tree overhaul please? I like everything about this mod I just wish it didn't overwrite the tech tree overhaul mod, as that buffs mod units from other pirate mods i'm running but they end up getting left out and feeling weak mid - late game with your included tech tree unfortunately.
Manann Mac Lir 14 Jul @ 2:34am 
@Drengade im 20 turns into a sartosa camp and doing okay with it , i just built pirate coves and chased down Legendary lords my sea ranking is doing okay , for me personally i feel sartosa is a extremely slow start due to no raise dead but i get it there living pirates now , anyone worked out how to get a living hero yet ? i havent
Volkov 6 Jul @ 2:14pm 
When I exit a battle it is crashing my friends game in multi coop
jude 5 Jul @ 12:52pm 
just came back to this mod, always amazes me how insanely in depth it is (trying to play it on the old world but god damn that mod creates so many problems)
anyways apologies if this was explained elsewhere, but is there a way to get your vfx/sfx gunpowder changes standalone?
uve ruined other gunpowder factions for me
-TA- Gilaric 25 Jun @ 1:35pm 
NVM it just jumped by 17 now
-TA- Gilaric 25 Jun @ 1:27pm 
My naval control is stuck at 14. I did kill Barron Von Heastie and it said I got more control but nothing happened
Drengade 23 Jun @ 10:40am 
Can i make a recommendation for Noctilus?

He's by far my favourite of the Legendary Lords for the Coast, entirely because he's the only one with no need to map paint, and can thrive entirely off sacking, raiding and pirate coves.

But as it stands, this mod seems to entirely break that gameplay style, because Naval Control requires you to take Ports, and the buildings that allow Coves to be the backbone of your economy have entirely gone. These two things force you into settling territory, and given you only want coastal settlements, you either have to hang around at war with people, go inland for territory you don't want, or spend massive amounts of infamy for Tattered Sails force peace.

Personally, at least for Noctilus, I'd make a Cove building that counts towards Naval Control, and allows Coves to work towards economy. Maybe give his coves 2 slots so he can still use the other buildings.